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    Cthonic God of Deception Member ULC's Avatar
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    Default Re: Tournament rules brainstorming thread

    I am not sure how you feel about my dueling scheme, but I have started to shift away from directly using ingame traits, to specific ones for the duel system, which would allow it to simulate much more.

    However, I am a bit lost as to how to even up both the good traits and bad ones, and how neutrals would end up working. As an example, these are the positive traits I have so far -

    Stoic: If you successfully defend from all your opponents attacks, you gain +1 to your dice during your next defend phase.
    Disciplined: +1 to your Lowest Die
    Strong Offensively: +1 to your Highest Die when attacking
    Strong Defensively: +1 to your Highest Die when defending
    Strong Constitution: +4 to your HP
    Strong Opener: +1 to all your rolls for the first round of the duel
    Brave: +2 to your HP, +1 to your Lowest Die when attacking
    Iron Willed: +2 to your HP, +1 to your Lowest Die when defending
    Observant: You are able to, once per round, change your stance to that of your opponents. You may, once per duel, change your stance so that it is superior to your opponents.
    Opportunist: If you successful defend from all your opponents attacks, you gain +1 to your dice during your next attack phase.
    Cruel: If you successfully deal 2 damage to your opponent, your opponent loses a die during his next defend phase.
    Taunter: You may give up 1 of your dice during your attack phase, to increase your dice by 1 during your defend phase.
    Gambit: You may give up 1 of your dice during your defend phase, to increase your dice by 1 during your attack phase.
    Methodical: +1 to all your rolls when defending, -1 to all your roles when attacking
    Berserker: +1 to all your rolls when attacking, -1 to all your roles when defending
    Tactically Flexible: You may reroll any number of your dice once each round.
    Underhanded: Once per round, if one of your rolls beats your opponents roll by twice as much, deal one damage to them.
    Chivalrous: Once per round, you may reduce all bonuses to zero.
    Overpowering: You win all rolls that result in a tie. If both you and your opponent both have this ability, then it is negated.
    Initiative: You may select whether or not to attack first.

    Tis what I have so far, and each ability will be tied to a series of corresponding traits.

    Each combatant has a base of 2 HP and a single die, with every 3 valor adding 1 HP and 1 die, to a basic maximum of 5 HP and 4 dice. Combat is resolved by rolling dice and choosing High, Mid, or Low stances (Rock, Paper, or Scissors), and takes place in alternating Attack and Defend phases. One full attack phase and one full Defend phase constitute 1 round. The person who attacks first is randomly selected. Dice are rolled and combat is calculated based upon the combatants highest dice, up to 2 dice per combatant (similar to Risk). Defender wins in case of a tie, and the Defender loses 1 HP for each loss, with a maximum of 2 HP lost each round. Play then alternates so the Attacker is now the Defender, and play continues until one or the other no longer has HP and is "downed" and at the mercy of the victor. - no avatar will immediately die as a result of having 0 HP.

    Thoughts? The game uses Random.Org for the die rolls for clarification.

    Example round below using an older rules set -

    in the following fight, we have two knights

    Knight Cecil has 2 HP, as dictated by his avatar, and 6 valor (3 silver chevrons), which would give him 3 dice per phase.

    Knight Flax has 4 HP, as dictated by his avatar, Fine Armor, and Hypochondria, with 4 valor (1 silver chevron), giving him 2 dice per phase.

    Knight Cecil has the trait "Scout", giving him the opening move - he chooses attack, and his stance type - High, Mid, and Low - Mid.

    Knight Flax chooses his stance type - High, Mid, Low - Low

    Knight Cecil rolls 4, 1, and 5, and each die gets +1 due to his superior stance, giving him rolls of 5, 2, and 6

    Knight Flax rolls a 4 and 3 - not enough to beat either of Knight Cecil scores. Knight Flax is soundly beaten this phase, losing 2 HP.

    Knight Flax then goes on attack, rolling 4 and 3 yet again, this time with Mid as his stance.

    Knight Cecil defends with 4, 6 and 1 with his stance set to High, giving him advantage, with 5, 7, and 2.

    Knight Flax is unable to damage Cecil, who is fighting superbly and easily countering everything being thrown at him.

    Knight Cecil then launches into his own string of attacks - 5, 4, and 5 - with his stance set to Mid.

    Knight Flax flounders under the withering series of blows - rolling 1 and 1 - and even screws up his stance, having it set at Low, giving Cecil +1 to his attack (6, 5 and 6). Knight Flax loses 2 HP, is on his knees, and is at the mercy of Knight Cecil's masterful handling of combat.
    Last edited by ULC; 07-03-2009 at 17:22.

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